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Posted (edited)

I used 3.30 for a some time, didn't see there some kind of bugs... But definetly I saw scenes with more then two characters.

Edited by Evi1Panda
Posted
24 minutes ago, Dojo_dude said:

Wait, is Autonomy the mod that allows defeated NPCs to "use" one another? OR am I mixing it up with Skyrims defeat... but Fallout 4..?

No. Authonomy allowed NPC to 'defeat' each other without combat. In love and peace.

Posted
52 minutes ago, Evi1Panda said:

Forget about the voice, it's just a side effect of using the bethesda dialogue system for moans.

 

As i understand animation SFX are independent of bethesda dialogue system. Is it one of the animation mods doing that?

Posted

I FINALLY FIXED IT it was fallout emotions. For some reason when i removed it the scenes worked flawlessly

 

on another note. is there any mod to advance stages in an animation by pressing a hotkey?

Posted (edited)
1 hour ago, dosfox said:

 

As i understand animation SFX are independent of bethesda dialogue system. Is it one of the animation mods doing that?

It's a bit more complicated than you imagine. I'm afraid it will be difficult for me to clearly explain how the topic system works, doing it in English.

 

I first encountered this a long time ago, when I was picking through one quest, and the incorrect settings of just one phrase ruined almost all the dialogue in the entire game. Since then I've figured out how the dialogue system works, but I'm unlikely to be able to explain it in English. These sighs that we are talking about have nothing to do with the sighs that are built into hkx. Or maybe these are not sighs, I haven’t yet figured out exactly how sighs work, which are connected by all sorts of patches like UAP and through xml sighs, but I’m almost sure that they work through dialog topics. As for the problem of autonomy, this is precisely a problem that comes from the same places - the dialogue system, and quests aliases.

 

And, yes, this is very very unlikely to have anything to do with how autonomy selects scenes and their participants. Although, with some imagination, this can be done through aliases. But it's very confusing. It's much easier to do this in scripts. Well, in any case - even though this was done through aliases, even though through scripts, all this has nothing to do with the bridge.
This is its own kitchen with its own rules. It does something there (that the author programmed) inside itself, and only requests the task to the bridge (or AAF) to start the scene with settings it has been calculated.

 

Edited by Evi1Panda
Posted (edited)
2 hours ago, Evi1Panda said:

I used 3.30 for a some time, didn't see there some kind of bugs...

 

I'm just checking out v3.305 again. Its only been going for 20 minutes or so but hasn't generated one scene yet. Some of the MCM settings won't stick, and the blacklist function doesn't work, which is a gamebreaker for me. The AAF/NAF setting you were talking about is one of the debug display options: (display) AAF or NAF.  I'll be going back to v2.8 just because the blacklist doesn't work.

 

36 minutes ago, Evi1Panda said:

As for the problem of autonomy, this is precisely a problem that comes from the same places - the dialogue system, and quests aliases.

 

I have noticed that parts of NPC (and companion) dialogue are often replaced by periods of silence, I suppose this is the same problem ...

Edited by dosfox
Posted
2 hours ago, Evi1Panda said:

It's a bit more complicated than you imagine. I'm afraid it will be difficult for me to clearly explain how the topic system works, doing it in English.

Post it in your native language. Translation websites are pretty good.

 

Did you happen to see my post on the 13th page by any chance? I was wondering if I could get this question answered (#2 is just a small reminder):

On 10/17/2024 at 12:05 PM, Here4SlootyMods said:

 

2. It looks like you added GetOverlaySet in C++/src/Data/Global.h but not in C++/src/API/API.h. I could be wrong but it looks like it should be there.

 

3. Why are some function names and signatures repeated (mainly in in C++ src/Data/Global.h and src/API/API.h)? Is this required by F4SE or Papyrus?

 

For example, there's a GetAnimation in both files with the same signature but their definitions are completely different.

I'm really only curious about #3 (why are there two functions with the same signature but different definitions) and is this a requirement by something? I don't know how your programming books may have written it, so just to clarify, function "signature" means same name and same argument types. Like GetAnimation in both files returns an "std::shared_ptr<Animation>" and takes a "const std::string&".

2 hours ago, dosfox said:

I have noticed that parts of NPC (and companion) dialogue are often replaced by periods of silence, I suppose this is the same problem ...

Are you two using F4z Ro D'oh?

Posted (edited)
14 minutes ago, Here4SlootyMods said:

Are you two using F4z Ro D'oh?

 

What is that?

 

EDIT: Sorry, just did a search, no i am not using that mod.

Edited by dosfox
Posted
16 minutes ago, dosfox said:

EDIT: Sorry, just did a search, no i am not using that mod.

You should. It's been fixed and works bloody great!

Posted
38 minutes ago, dosfox said:

 

Compatible only with Fallout 4 v1.10.984.

 

Look just a little lower.... under Old Files. ;)

1.1 & 1.0 are 163 compatible. Don't go older than 1.0.

Posted (edited)

@Here4SlootyMods hello. 

Did you happen to see my post on the 13th page by any chance? I was wondering if I could get this question answered (#2 is just a small reminder):

 

Probably you are right, but I didn't touched NAF yet. Yes there is two functions with same signature. But if linker doesnt care about it, we shouldnt too. At least care too much. As you probably know linker sets masked name signatures, so it is same just for us, humans.

 

If the linker or compiler suspected some kind of duality, it would swear very loudly, interfering with compilation.

Edited by Evi1Panda
Posted (edited)
6 hours ago, Evi1Panda said:

Probably you are right, but I didn't touched NAF yet. Yes there is two functions with same signature. But if linker doesnt care about it, we shouldnt too. At least care too much. As you probably know linker sets masked name signatures, so it is same just for us, humans.

Thanks, I'll keep this in mind.

Edited by Here4SlootyMods
Posted
On 10/20/2024 at 4:22 AM, Here4SlootyMods said:

Did you happen to see my post on the 13th page by any chance? I was wondering if I could get this question answered (#2 is just a small reminder):

I suppose I can answer your questions.

In first, you should know that mostly the code you mentioned is the code written by Snapdragon, author of NAF. So it should be better to ask him, not Panda %)

 

#1 - Good idea. You could propose it to Snapdragon

#2 - Content of Data/Global.h and API/API.h is designed for different purposes. Functions in Global.h are the part NAF.dll functionality. Part of API/API.h (that marked as "external portion of the API") is for inserting to other F4SE plugins (or other Windows applications) that wants to invoke some of NAF functionality.

I'm not sure that Panda had an intention to create API for 3rd side F4SE plugins. 

#3 - Function names repeated to simplify code reading. Usually.

Be sure, functions in Data/Global.h and API/API.h are different functions. It is not a duplication. Just note that Data/Global.h has all functions in Data namespace.

Functions in API/API.h has similar names to functions in Data/Global.h to make things easier to understand.

 

And some note about API/API.h

 - NAF.dll offer a way to invoke its functionality via DLL import/export feature.

 - The content of this file consist of 2 parts - "external portion of the API" and "INTERNAL portion of the API". "External" part of API.h uses DLL import functionality, "Internal" part - DLL export.

- Ideally, this file should be splitted into 2 files: internal, that is used inside NAF.dll and external, that will be inserted to another 3rd side software (F4SE plugin or other applications).

Posted

Updated NAFicator. Need callback, what troubles you have using xmls after naficated.

 

Also uploaded sources, for people who are interested in this.

Posted (edited)

What could one have done to cause women on "top" to stop wearing their strap-ons?  Not that I really care either way, but "broken" stuffs does. I am using FG (and BT3), game version 1.10.163.  I did prune the bodyslide preset list awhile back, but not the Nude option.  I assumed Strap-On is just a clothing item added [for] NAF.  Re-installing FG and bodyslide didn't help.  I'll try re-installing the strap-on mod.

Edited by VilLynne
Posted (edited)

@Evi1Panda

Is this relevant to what you were talking about above? The NPC 'Deco' speaks with a female voice. The null faction below "Settler is in quest alias for dialogue condition" is the Autonomy faction. Interesting that the quest alias faction is related to SKKCombatSettlers.
 

Spoiler


QuestAlias.jpg.b484bd136a6034a29ff2c7c866ec333e.jpg


 

@VilLynne

Strap-ons have nothing to do with NAF. I found the strap-ons unreliable (and ugly) too. This playthrough i have been using Indarello's "no-balls futa" option which is very reliable and more aesthetically pleasing.

 

 @Here4SlootyMods

On 10/20/2024 at 10:22 AM, Here4SlootyMods said:

Are you two using F4z Ro D'oh?

 

Thank you for that suggestion. It didn't fix the maleNPC-femaleVoice problem, but since installing it male NPCs now appear able to be in more than 1 scene per session - even the ones with female voices! As a result Autonomy is now generating scenes continuously. Thank you!

 

Edited by dosfox
Posted
19 hours ago, Dlinny_Lag said:

I suppose I can answer your questions.

In first, you should know that mostly the code you mentioned is the code written by Snapdragon, author of NAF. So it should be better to ask him, not Panda %)

 

#1 - Good idea. You could propose it to Snapdragon

#2 - Content of Data/Global.h and API/API.h is designed for different purposes. Functions in Global.h are the part NAF.dll functionality. Part of API/API.h (that marked as "external portion of the API") is for inserting to other F4SE plugins (or other Windows applications) that wants to invoke some of NAF functionality.

My bad, you're right. Not sure how I missed that.

 

Thanks for explaining #2, that one was bothering me for the longest time.

19 hours ago, Dlinny_Lag said:

#3 - Function names repeated to simplify code reading. Usually.

Be sure, functions in Data/Global.h and API/API.h are different functions. It is not a duplication. Just note that Data/Global.h has all functions in Data namespace.

Functions in API/API.h has similar names to functions in Data/Global.h to make things easier to understand.

 

And some note about API/API.h

 - NAF.dll offer a way to invoke its functionality via DLL import/export feature.

 - The content of this file consist of 2 parts - "external portion of the API" and "INTERNAL portion of the API". "External" part of API.h uses DLL import functionality, "Internal" part - DLL export.

- Ideally, this file should be splitted into 2 files: internal, that is used inside NAF.dll and external, that will be inserted to another 3rd side software (F4SE plugin or other applications).

Ok that's good info. to know. I guess I can focus most of my efforts now on simplifying and speeding up Global.h.

 

3 hours ago, dosfox said:

 

Thank you for that suggestion. It didn't fix the maleNPC-femaleVoice problem, but since installing it male NPCs now appear able to be in more than 1 scene per session - even the ones with female voices! As a result Autonomy is now generating scenes continuously. Thank you!

I'm glad I could help but to be honest it's really weird that F4z Ro D'oh's installation fixed that for you.

 

That effectively means it's a dependency for that feature (for some reason).

 

5 hours ago, VilLynne said:

What could one have done to cause women on "top" to stop wearing their strap-ons?   I am using FG (and BT3), game version 1.10.163.  I did prune the bodyslide preset list awhile back, but not the Nude option.  I assumed Strap-On is just a clothing item added by NAF.  Re-installing FG and bodyslide didn't help.

The only mod that adds Strap-Ons to animations that I know of are Vioxsis' Strap-Ons which don't really have anything to do with NAF.

Posted
21 hours ago, Evi1Panda said:

Updated NAFicator. Need callback, what troubles you have using xmls after naficated.

 

Also uploaded sources, for people who are interested in this.

The AAF animation pack Bedroom Hymn, for m/m content, seems to be entirely broken with NAFicator. If I install just NAFicator and Bedroom Hymn (and of course, requirements) then I just get crashes, and nothing shows up in the NAFicator.log file. I wonder if there are other mods that just can't be NAFicated at the moment.

Posted (edited)
9 hours ago, unknownOne said:

The AAF animation pack Bedroom Hymn, for m/m content, seems to be entirely broken with NAFicator. If I install just NAFicator and Bedroom Hymn (and of course, requirements) then I just get crashes, and nothing shows up in the NAFicator.log file. I wonder if there are other mods that just can't be NAFicated at the moment.

 

Tried it in 0.6 - no crashes.

It xmls written bad even for AAF

<meta title="TBOS-BedroomHymn_animationData.xml" version="1.0" dataSet="animation"/>
<defaults source="TBOS-BedroomHymns.esp"/>

 

But esp file is named TBOS-BedroomHymn.esp

 

 

Upd. Tried it after fixed filename in xml - it proccessed fine by NAFicator.

Also defaults in positionData should looks so

<defaults startEquipmentSet="unEquip" stopEquipmentSet="reEquip"/>

 

 

Edited by Evi1Panda

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